Druid
Base Class: Druid

Masters of this circle draw from the more deathly aspects of nature. The shadowed power of the Shadowfell fuels their magic. Your connection to this plane runs so deep you can sync both it and the material plane with your magic. You can draw upon the despair inherent in the nature of the Shadowfell and use to wreck havoc upon your foes.

Draw upon Despair

At 2nd level, you learn how to weave the despair of the Shadowfell into your spells and attacks. You have a well of Despair from which to draw, which is represented by a number of d4’s equal to twice your Druid level.

When you deal damage with a spell, or melee attack, you can expend up to 2 d4's from your pool. Roll these expended dice and the target takes extra necrotic damage equal to the total result. 

The maximum number of dice you can expend increases as you level, with 4 d4's at 6th level, 6 d4's at 10th level, and 8 d4's at 14th level.

You regain all expended dice when you finish a long rest.

Fell Syncing

At 6th level, your connection to the Shadowfell grows stronger. You gain the ability to sync your body's nature with that of the dark domain, drawing upon the dark strength of its residents. As an action, you can expend a spell slot and gain resistance to all damage for a number of rounds equal to the level of the sacrificed slot. 

Shadow Gift

At 3rd level, your connection to the nature of the Shadowfell grants you certain gifts. You get darkvision out to 60ft, and you add Darkness and Darkvision to your spell list. They do not count against your total spells required.

Despair Deep Dive

When you reach 10th level, you can plunge a target into the despair so prevalent within the Shadowfell. As an action choose a target, that creature must make a charisma saving throw. On a failure they take 3d10 psychic damage and are plunged into deep despair that completely immobilizes them. They become stunned. At the end of each of their turns they can make another saving throw, ending the effect upon a success. If the target succeeds on the original saving throw, they become frighted of you for 1 round, as the aspect of despair channeled by the Shadowfell through you terrifies them.

You can use this feature a number of times equal to your wisdom modifier.

Dark Reflection

 At 14th level, your connection to the Shadowfell has become so strong that you can conjure a piece of the Shadowfell to your plane of existance. You can spend 10 minutes to transform an area a mile square into its Shadowfell reflection. Such terrain keeps with same basic structure, and terrain, a forest will replace a forest, and a mountain will replace a mountain. But the scenery is of a desolate land, so cold that it draws the very life from your body. This area is considered difficult terrain for all creatures apart from the ones you designate, whenever a creature enters the area, you know its general location and direction, and can spend a minute meditating to gain an exact location for any creature within your area. If any creature except ones you designate spend more than a minute within the area, they must make a wisdom saving throw against your spell save DC. On a success they are immune to this effect for 24 hours. On a fail, roll a d6. The result determines what specific effect they get. 

Effect

1–2 Apathy. The character has disadvantage Charisma checks and saving throws, and gains the following flaw: “I don’t believe I can make a difference to anyone or anything.”

3-4 Dread. The character has disadvantage on Wisdom checks and saving throws and gains the following flaw: “I am convinced that this place is going to kill me.”

5-6 Madness. The character has disadvantage on Intelligence checks and saving throws and gains the following flaw: “I can’t tell what’s real anymore.”

Once you use this feature, you can’t use it again until you finish a long rest.

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